In the first game, The Fall of Daria, the player takes on the role of the Prince or Princess of Daria. After a brutal coup by a consortium of demon summoners and rebellious nobles destroys the kingdom and replaces it with a confederation of independent duchies, you escape into hiding in the village of Elmvale with a mentor from the castle. Later, you join the Adventurer's Guild, developing skills and gathering allies, and build toward a climactic confrontation with Alexander Zusak, master of the Planewalkers' Consortium.
In the second game, Forging a Kingdom, you're in exile again after your defeat at the hands of Alexander, your friends and allies scattered to the four winds. You must gather your friends, bring down the traitorous Dukes and restore the kingdom of Daria. But beware, for one of your former friends has turned against you, and Alexander and the Consortium still plot and scheme in the background.
The trilogy comes to its conclusion in Demon War. After the Battle of Tornassa in the previous game, Alexander Zusak tore open the veil between the worlds, summoning uncounted hordes of demons against your army and throwing the newly-reforged Daria into chaos. In the face of this overwhelming threat, you must challenge the Planewalkers in their own sanctum, brave a perilous voyage to an uncharted land, and challenge the ruins of the Som'reth, the first demon summoners, if you're to have any hope of defeating Alexander and his dark forces.
This trilogy contains examples of:
- The Ace: The heir is extremely talented in whatever they do, though not to the level of Instant Expert, still requiring training to really excel in a field.
- Specifically said when choosing the rune worrier class, as it states few are gifted enough to master eighter weapons or magic in their lifetime but the heir already mastered both enough to combine them while not even being middle aged.
- Taken Up to Eleven if the legacy dlc is used, giving enough stat bonuses to become a master of their craft by the time they leave the starting area.
- Bad Powers, Bad People: Specifically, to get evil powers, you have to be evil; otherwise you can't take the appropriate prestige classes. Unless there's an evil god demanding otherwise, however, you can use your evil powers for good afterwards with no difficulty.
- Black Knight: The Dark Knight class, gained by fallen knights. Joining the class comes with clerical powers and a sweet lookin' suit of black platemail.
- Black Magic:
- Necromancy is pure evil. While you can theoretically use necromancy purely for good, being a necromancer requires you to be an evil person, or you won't have the stomach to practice the rituals in the Book of the Dead.
- Likewise, a Druid of Decay must be pure evil to walk the path of diseased and decaying organisms.
- Blue and Orange Morality: The Unknown is indifferent to its followers' morality, whether they be good or evil; for all it cares you can be a Dark Knight of rainbows and kittens.note It is itself considered an evil god, by virtue of not caring.
- Bribing Your Way to Victory: The Legacy DLC, which adds numerous places to get big stat and treasure gains.
- The Dark Arts:
- Demon summoning isn't evil. It is dangerous, however, and a lot of people think of it as evil. There are good reasons why the Academy put it under strict controls under the Kingdom.
- Soulburning is the magic of using one's own life force to fuel magic, practiced by Jace/Jess. It's morally neutral, but it's creepy, and it's very easy to misuse.
- Elective Monarchy: The tradition of the Grand Council allows nobles to choose a monarch in the case of a disputed succession. In the second game, a major plot involves persuading the nobility of Brightwater to vote for restoring the kingdom of Daria. (The rest of Daria is simply reconquered.)
- Everyone Is Bi: Gender is completely irrelevant to romance in Daria. The only possible exception is the player character; all potential love interests are bisexual.
- Evil Is Easy: Inverted. It's easier to be good than evil, because it's trivial to buy off your evil with visits to the temples. Being evil requires actual dark deeds.
- Evil Pays Better: Usually, it does. There's one major benefit for being good in the first game, and only good guys can become The Paladin, but that's it. Evil's usually much more effective and earns you more money (or saves you money that the good route would demand you spend) and gives you access to multiple Prestige Classes that Good doesn't get (including the Dark Knight, which is almost identical to the Paladin but is easier to get).
- Friendly Neighbourhood Vampires: Averted. If you resist giving in to the thirst, you throw off the curse. So while you still can be a good person overall but still a vampire through the Karma Meter, becoming one in the first place means that you're a murderous junkie.
- Gender Flip: All love interests have their gender chosen by the player.
- Homosexual Reproduction: There's a spell that does this. If you're engaged to a same-sex partner, Cunari casts it on you without your permission.
- Karma Meter: The Morality stat measures your alignment, marking your allegiance to good or evil, the fate of your soul, and the possibility of access to certain classes.
- Knight Errant: Knights are an institution in Daria sworn to adventure and do good in the world.
- Master-Apprentice Chain: If you're a squire, you study under Sir Maxson, and later on can become a knight and take a squire of your own.
- Murder, Inc.: The Assassins' Guild. Interestingly, despite the existence of a Karma Meter and the fact that murder is usually evil, the Assassins are morally neutral, and killing in the course of the job has no repercussions for your soul.
- Mystical Pregnancy: Two ways. If your lover is of the same sex, then a spell is cast to make Homosexual Reproduction possible. If you decided make your character asexual, then you are eventually given a choice to allow Cunari cast a spell to make your character pregnant in order to produce an heir.
- Off with His Head!: Once you become king, you can solve a lot of problems this way. As Daria is a constitutional monarchy, you're not supposed to do this, but your soldiers will obey if your idea of "rule of law" involves murdering anyone in the way.
- Pair the Spares: There's an achievement for making sure everyone in your party is coupled off.
- The Strategist: If the heir takes the war master prestige class they become better at military tactics then even the general of their army.
- The Paladin: Available as a Prestige Class for good characters, though the requirements are extremely specific. You have to be a priest and a cleric, and also have a combat class outside of the clergy; just being a focused Church Militant won't cut it. On the plus side, you get both high combat effectiveness and holy powers.
- Precursors: The Som'reth, an ancient demon-summoning race who inexplicably vanished, leaving behind plunderable ruins filled with Demonstones.
- Prestige Class:
- They start becoming available in the second book, and represent specialties with abilities not available to the basic classes.
- Knights are a special case, as you can earn the class early in the second game if you're a squire in the first. They have a further prestige class; Dark Knights are Knights corrupted by evil patrons.
- Royals Who Actually Do Something: Even after taking the crown, you're still personally involved in just about everything, including the fighting. This is exaggerated if you personally take jobs for pay (including thieving, for that matter), something that is not even slightly unusual in Daria.
- Weird Trade Union: The Thieves' Guild and Assassins' Guild, to name two. There's also the Adventurers' Guild, which is more of a clearinghouse for mercenaries.
- What's Up, King Dude?: Even after you take the throne, commoners feel free to come up to you on the street, offer you jobs or try to do business with you (this is particularly true for guild associates). In the third game, you can try to defy this with some success.